Equipment();
var testPlayer = instance_create(300,300, obj_Player);
gameObjectConstructor(0,0,0,0,0,0,testPlayer);
combatantConstructor(100,100,100,100,100,100,100,4, testPlayer);

var testCombatant = instance_create( 400 ,100, obj_NPCombatant);
gameObjectConstructor(0,0,0,0,0,0, testCombatant);
combatantConstructor(1,1,1,1,1,1,1,0, testCombatant);
NPCombatantConstructor(0, testCombatant);
testCombatant.sprite_index = spr_guard;

var attackFactory = instance_create(0,0,obj_RangedFactory);
myAttackEffects = 0;
myAttackEffects [0] = defaultPlayerDamage;
myAttackEffects [1] = deleteAttack;
myTickListeners = 0;
myTickListeners [0] = rangedDelete;
rangedConstructor("myAttack", 0, spr_Floor, spr_Floor, myAttackEffects, rangedDelete, 500, 1, 15, attackFactory);
testPlayer.currentAttack = attackFactory;
